Archive of ‘gamification’ category

iLRN 2020

iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Now Fully Online and in Virtual Reality!!!
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://immersivelrn.org/ilrn2020/
*** FREE registration for non-presenter EDU attendees until April 19th ***
##### TOPIC AREAS #####
XR and immersive learning in/for:
– Serious Games
– Medical & Healthcare
– Workforce & Industry
– Culture & Language
– K-12
– Museums & Libraries
– Special Education
– Geosciences
– Data Visualization
##### SESSION TYPES/ACTIVITIES #####
– Keynotes and plenaries
– Academic stream presentations (with peer-reviewed proceedings for submission to IEEE Xplore)
– Practitioner stream presentations (no paper required)
– Poster and exhibition sessions
– Workshops
– Panel sessions
– Special sessions
– Immersive Learning Adventures
– Immersive Learning Project Showcase & Competition
– Game Night
– Virtual Awards Banquet & Masquerade Ball
##### INTERESTED IN ATTENDING? #####
For a limited time, free registration is being offered to faculty, students, and staff of educational institutions (including K-12 schools/districts, universities, colleges, museums, and libraries) who wish to attend but will NOT be presenting at the conference or publishing in the proceedings. To take advantage of this offer, you must register by April 19, 2020 using an email address associated with your educational institution:
https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Filrn-2020-fees-registration%2F&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=8D%2BIdSk4F5WrvHhPpV5Bjw00NvsfRS669vv%2F1anSyFE%3D&reserved=0
##### INTERESTED IN PRESENTING? #####
Submissions of Practitioner presentation and poster proposals; proposals for workshops, panel sessions, and special sessions; as well as Academic Work-in-progress papers (for delivery as posters or as part of the doctoral colloquium) are being accepted until the late-round submission deadline of April 19, 2020. See the Call for Papers and Proposals at https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fcall-for-papers-proposals%2F&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=LVkDtui3de5QKdg8Q2dCmox2xb%2F5Oo85HtQXfMuERdA%3D&reserved=0.
Proposals for the Immersive Learning Project Showcase & Competition may be submitted at https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fimmersive-learning-project-showcase%2F&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=JH3PY8FL5hHvXkayKzS7mQLj3nmNoExzcQTnoBZp3yw%3D&reserved=0until April 30, 2020.
No further Academic Full and Short paper submissions are being considered at this stage.
##### INTERESTED IN VOLUNTEERING OR REVIEWING? #####
A range of volunteer opportunities are available, including conference internships for undergraduate and graduate students. Some of the roles currently available include session chair/facilitator, moderator, audio-visual/technical support, virtual event greeter/usher, virtual event photographer, virtual event videographer/livestreamer, 2D artist / illustrator
3D artist / modeler, graphic designer, and general conference intern. For details and to apply for one or more of these roles, please visit https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fvolunteer-opportunities&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=MDe2N4jth2anSyTR3cpHwoH8zdwlxCbS8JZmJheWTJc%3D&reserved=0
Expressions of interest are also being solicited from scholars and practitioners wishing to join the iLRN 2020 Program Committee to peer review papers and proposals received in the late submission round (closing April 19, 2020). The late-round submissions will be no longer than 3 pages in length, and each Program Committee member will be asked to review no more than two submissions.
##### INTERESTED IN SPONSORING OR EXHIBITING? #####
A number of sponsorship and exhibition opportunities are available for organizations to:
– Meet and interact with key educational stakeholders
– Showcase their products and services
– Connect and collaborate with top researchers / scientists
– Build and strengthen customer / client relationships.
Packages range from US$500 for a basic virtual exhibit booth to US$15,000 for an exclusive Gold Sponsorship.
For information about the packages available, visit https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fsponsorships-and-exhibitions&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=3M7ADMO9NDE51rrmC5ycoy8RgL0Y%2BnPyH1DW%2F45xRNc%3D&reserved=0
##### INTERESTED IN JOINING ILRN? (FREE) #####
Basic individual membership of the Immersive Learning Research Network is currently free; you can sign up at https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Fget-involved%2Fmembership%2F&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=nZg7GBgGiaozJ2l7GNM8b42v%2FnxQvv73F4CrfIqRMkw%3D&reserved=0.
Fee-based premium individual memberships and organizational memberships will be introduced in the near future.
##### CONTACT #####
Email: conference@immersivelrn.org
Web: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C18042fee4df246db0d4b08d7da283e4b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637217738689183646&sdata=fcCXlkfgohdTjaitYkgcZmZp73cdd0ylUt%2FgMFiwAQk%3D&reserved=0

++++++++++++
more about Educators in VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=educators+in+vr

AR and gamification European project

Osello, A., Rapetti, N., Del Guidice, M., Guinea, A. M., Ronzino, A., Ugliotti, F., & Migliarino, L. (2015). AUGMENTED REALITY AND GAMIFICATION APPROACH WITHIN THE DIMMER PROJECT. INTED2015 Proceedings, 2707–2714. https://www.academia.edu/29582198/AUGMENTED_REALITY_AND_GAMIFICATION_APPROACH_WITHIN_THE_DIMMER_PROJECT

++++++++++++++++++
more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality

more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

lessons with interactive 3D

BUILD A LESSON PLAN USING INTERACTIVE 3D FOR A CHANCE TO WIN CASH PRIZES

Students love playing games like Fortnite. What if they could enjoy learning history, math, science, or social studies while they play and create?

Epic Games invites secondary school teachers to submit lesson plans that utilize interactive 3D technology to engage their students for a chance to win cash prizes up to $25,000. To enter the contest, submit a new or existing lesson plan that incorporates Fortnite CreativeTwinmotion, or Unreal Engine by May 31, 2020.

Lesson plans can cover any topic for ages 13 and up—whether that’s a core subject like history, math, or science, or vocational skills like game design, engineering, or urban planning. Need help teaching with real-time tools? We have so many resources and lesson plan examples to help you get started!

https://www.unrealengine.com/en-US/events/interactive-3d-contest

monitoring activities in Zoom

\Asking for a “friend,” does anyone know if on a Zoom call whether the host can tell if you’ve navigated to another window – i.e., multi-tasking? I’ve heard of teachers threatening students with this capability.

— Scott Kupor (@skupor) March 11, 2020

My note: From a pedagogical point of view, the bigger question is: does one (instructor) need to “big brother” students’ activities, in this case multi-tasking on another window.
Blast from the past:
https://blog.stcloudstate.edu/ims/2017/04/03/use-of-laptops-in-the-classroom/ 
Here is the collection of opinions regarding a similar issue 15 years ago: do we have to let students use Internet-connected laptops in the class room and 5 years ago: can we let students use smart phones in the classroom.
The opinion i liked most and side with it: if we (the instructors) are not able to create arresting content and class presence, we should not blame students for straying away from our activities. It does not matter how much control Zoom will give us to “big brother” students, it is up to our teaching, not to the technology to keep students learning
#Gaming #gamification

digital curation

=+++++++++++++
more on digital curation in this IMS blog
https://blog.stcloudstate.edu/ims?s=curation

Gamifying PD

Gamifying PD is better for teacher engagement, participation

https://www.educationdive.com/news/gamifying-pd-is-better-for-teacher-engagement-participation/573191/

Allowing teachers to pursue their personal passions also creates a greater sense of job satisfaction, which may help with long-term retention.

Teachers also benefit from a variety of platforms through which they can pursue their advancement. Some teachers might prefer online options, such as webinars based on their interests and needs, while others could prefer working in small teacher-directed groups where they can collaborate with peers who have similar growth interests in person.

Professional development should also include a personal component that is relevant and effective. Data identifies teachers’ areas of weakness so administrators can work with them to set goals to make improvements.

+++++++++++++
more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

1 2 3 33